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Lesson 4 Programming Techniques Paradigms

The document discusses various programming paradigms, including low-level, procedural, object-oriented, declarative, and functional programming, highlighting their concepts, advantages, and application domains. It emphasizes the importance of modularity, abstraction, and good programming practices such as defensive programming techniques. Additionally, it outlines the historical context and evolution of these paradigms, particularly functional programming and its mathematical foundations.
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0% found this document useful (0 votes)
2 views

Lesson 4 Programming Techniques Paradigms

The document discusses various programming paradigms, including low-level, procedural, object-oriented, declarative, and functional programming, highlighting their concepts, advantages, and application domains. It emphasizes the importance of modularity, abstraction, and good programming practices such as defensive programming techniques. Additionally, it outlines the historical context and evolution of these paradigms, particularly functional programming and its mathematical foundations.
Copyright
© © All Rights Reserved
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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BCS: CERTIFICATE IN

SOFTWARE
DEVELOPMENT

Lesson 4
Programming techniques Paradigms
Learning Objectives

Learn about different programming paradigms


1. Concepts and particularities
2. Advantages and drawbacks
3. Application domains
Introduction
 A programming paradigm is a fundamental style of computer programming.
 Compare with a software development methodology, which is a style of solving specific
software engineering problems.
 Different methodologies are more suitable for solving certain kinds of problems or
applications domains.
 Same for programming languages and paradigms.
 Programming paradigms differ in:
1. the concepts and abstractions used to represent the elements of a program (such as
objects, functions, variables, constraints, etc.)
2. the steps that compose a computation (assignation, evaluation, data flow, control
flow, etc.).
 Some languages are designed to support one particular paradigm
• Java, Python and C++ supports object-oriented programming
• Haskell supports functional programming
 Other programming languages support multiple paradigms
• Object Pascal, C#, Visual Basic, Common Lisp, Scheme, Perl, Ruby, Oz and
F#.
 The design goal of multi-paradigm languages is to allow programmers to use the
best tool for a job, admitting that no one paradigm solves all problems in the
easiest or most efficient way.
 A programming paradigm can be understood as an abstraction of a computer
system, for example the von Neumann model used in traditional sequential
computers.
 For parallel computing, there are many possible models typically reflecting
different ways processors can be interconnected to communicate and share
information.
 In object-oriented programming, programmers can think of a program as a
collection of interacting objects, while in functional programming a program
can be thought of as a sequence of stateless function evaluations.
 In process-oriented programming, programmers think about applications as
sets of concurrent processes acting upon shared data structures.
Programming paradigms
1. Low-level
programming paradigm
 Initially, computers were hard-wired or soft-wired and then later
programmed using binary code that represented control sequences fed to the
computer CPU.
 This was difficult and error-prone. Programs written in binary are said to be
written in machine code, which is a very low-level programming paradigm.
Hard-wired, soft-wired, and binary programming are considered first
generation languages.
 To make programming easier, assembly languages were developed.
 These replaced machine code functions with mnemonics and memory
addresses with symbolic labels.
 Assembly language programming is considered a low-level paradigm although it
is a 'second generation' paradigm.
 Assembly languages of the 1960s eventually supported libraries and quite
sophisticated conditional macro generation and pre-processing capabilities.
 They also supported modular programming features such as subroutines,
external variables and common sections (globals), enabling significant code re-
use and isolation from hardware specifics via use of logical operators.
 Assembly was, and still is, used for time-critical systems and frequently in
embedded systems.
 Assembly programming can directly take advantage of a specific computer
architecture and, when written properly, leads to highly optimized code.
 However, it is bound to this architecture or processor and thus suffers from lack
of portability.
 Assembly languages have limited abstraction capabilities, which makes them
unsuitable to develop large/complex software.
2. Procedural programming
paradigm
 Often thought as a synonym for imperative programming.
 Specifying the steps the program must take to reach the desired state.
 Based upon the concept of the procedure call.
 Procedures, also known as routines, subroutines, methods, or functions that
contain a series of computational steps to be carried out.
 Any given procedure might be called at any point during a program's execution,
including by other procedures or itself.
 A procedural programming language provides a programmer a means to define
precisely each step in the performance of a task. The programmer knows what is
to be accomplished and provides through the language step-by-step instructions
on how the task is to be done.
 Using a procedural language, the programmer specifies language statements to
perform a sequence of algorithmic steps.
Possible benefits:
1. Often a better choice than simple sequential or unstructured programming in many situations
which involve moderate complexity or require significant ease of maintainability.

2. The ability to re-use the same code at different places in the program without copying it.

3. An easier way to keep track of program flow than a collection of "GOTO" or "JUMP" statements
(which can turn a large, complicated program into spaghetti code).

4. The ability to be strongly modular or structured.

The main benefit of procedural programming over first- and second-generation languages
is that it allows for modularity, which is generally desirable, especially in large, complicated
programs.
Modularity was one of the earliest abstraction features identified as desirable for a
programming language.
 Scoping is another abstraction technique that helps to keep procedures strongly
modular.
 It prevents a procedure from accessing the variables of other procedures (and vice-
versa), including previous instances of itself such as in recursion.
 Procedures are convenient for making pieces of code written by different people or
different groups, including through programming libraries.

• specify a simple interface

• self-contained information and algorithmic

• reusable piece of code


 The focus of procedural programming is to break down a programming task into
a collection of variables, data structures, and subroutines, whereas in object-
oriented programming it is to break down a programming task into objects with
each "object" encapsulating its own data and methods (subroutines).
 The most important distinction is whereas procedural programming uses
procedures to operate on data structures, object-oriented programming bundles
the two together so an "object" operates on its "own" data structure.
 The earliest imperative languages were the machine languages of the original computers.
In these languages, instructions were very simple, which made hardware implementation
easier, but hindered the creation of complex programs.
 FORTRAN (1954) was the first major programming language to remove through
abstraction the obstacles presented by machine code in the creation of complex
programs.
 FORTRAN was a compiled language that allowed named variables, complex expressions,
subprograms, and many other features now common in imperative languages.
 In the late 1950s and 1960s, ALGOL was developed in order to allow mathematical
algorithms to be more easily expressed.
 In the 1970s, Pascal was developed by Niklaus Wirth, and C was created by Dennis
Ritchie.
 For the needs of the United States Department of Defense, Jean Ichbiah and a team at
Honeywell began designing Ada in 1978.
3. Defensive Programming
 Good programming practices that protect you from your own programming
mistakes, as well as those of others

1. Assertions

2. Parameter Checking
Assertions
 As we program, we make many assumptions about the state of the program at
each point in the code
• A variable's value is in a particular range

• A file exists, is writable, is open, etc.

• Some data is sorted

• A network connection to another machine was successfully opened

 The correctness of our program depends on the validity of our assumptions


 Faulty assumptions result in buggy, unreliable code
int binarySearch(int[] data, int searchValue) {

// What assumptions are we making about the parameter values?


}

data != null
data is sorted

 What happens if these assumptions are wrong?

• If one of my assumptions is wrong, shouldn't I throw an exception?


• No. You should fix the bug, not throw an exception.
Parameter Checking
 Another important defensive programming technique is "parameter checking"
 A method or function should always check its input parameters to ensure that
they are valid
 If they are invalid, it should indicate that an error has occurred rather than
proceeding
 This prevents errors from propagating through the code before they are
detected
 By detecting the error close to the place in the code where it originally
occurred, debugging is greatly simplified
 Should I use assertions or if/throw to check parameters?
 If you have control over the calling code, use assertions
• If parameter is invalid, you can fix the calling code

 If you don't have control over the calling code, throw exceptions
• e.g., your product might be a class library that is called by code you don’t control
4. Object-oriented programming
paradigm
 Object-oriented programming (OOP) is a programming paradigm that uses
"objects" – data structures encapsulating data fields and procedures together
with their interactions – to design applications and computer programs.
 Associated programming techniques may include features such as data
abstraction, encapsulation, modularity, polymorphism, and inheritance.
 Many modern programming languages now support OOP.
OOP concepts: class
 A class defines the abstract characteristics of a thing (object), including that thing's
characteristics (its attributes, fields or properties) and the thing's behaviors (the
operations it can do, or methods, operations or functionalities).
 One might say that a class is a blueprint or factory that describes the nature of
something.
 Classes provide modularity and structure in an object-oriented computer program.
 A class should typically be recognizable to a non-programmer familiar with the problem
domain, meaning that the characteristics of the class should make sense in context.
Also, the code for a class should be relatively self-contained (generally using
encapsulation).
 Collectively, the properties and methods defined by a class are called its members.
OOP concepts: object

 An object is an individual of a class created at run-time trough object


instantiation from a class.
 The set of values of the attributes of a particular object forms its state. The
object consists of the state and the behavior that's defined in the object's class.
 The object is instantiated by implicitly calling its constructor, which is one of its
member functions responsible for the creation of instances of that class.
OOP concepts: attributes
 An attribute, also called data member or member variable, is the data encapsulated within a
class or object.
 In the case of a regular field (also called instance variable), for each instance of the object there
is an instance variable.
 A static field (also called class variable) is one variable, which is shared by all instances.
 Attributes are an object’s variables that, upon being given values at instantiation (using a
constructor) and further execution, will represent the state of the object.
 A class is in fact a data structure that may contain different fields, which is defined to contain
the procedures that act upon it. As such, it represents an abstract data type.
 In pure object-oriented programming, the attributes of an object are local and cannot be seen
from the outside. In many object-oriented programming languages, however, the attributes
may be accessible, though it is generally considered bad design to make data members of a
class as externally visible.
OOP concepts: method
 A method is a subroutine that is exclusively associated either with a class (in
which case it is called a class method or a static method) or with an object (in
which case it is an instance method).
 Like a subroutine in procedural programming languages, a method usually
consists of a sequence of programming statements to perform an action, a set
of input parameters to customize those actions, and possibly an output value
(called the return value).
 Methods provide a mechanism for accessing and manipulating the
encapsulated state of an object.
 Encapsulating methods inside of objects is what distinguishes object-oriented
programming from procedural programming.
5. Declarative Programming
paradigm
 General programming paradigm in which programs express the logic of a
computation without describing its control flow.
 Programs describe what the computation should accomplish, rather than how it
should accomplish it.
 Typically avoids the notion of variable holding state, and function side-effects.
 Contrary to imperative programming, where a program is a series of steps and
state changes describing how the computation is achieved.
6. Functional
programming paradigm
 Functional programming is a programming paradigm that treats computation as
the evaluation of mathematical functions and avoids state changes and mutable
data.
 It emphasizes the application of functions, in contrast to the imperative
programming style, which emphasizes changes in state.
 Programs written using the functional programming paradigm are much more
easily representable using mathematical concepts, and thus it is much more easy
to mathematically reason about functional programs than it is to reason about
programs written in any other paradigm.
Functional Programming: History
 Functional programming has its roots in the lambda calculus, a formal system developed in the
1930s to investigate function definition, function application, and recursion. Many functional
programming languages can be viewed as elaborations on the lambda calculus.

 LISP was the first operational functional programming language.

 Up to this day, functional programming has not been very popular except for a restricted
number of application areas, such as artificial intelligence.

 John Backus presented the FP programming language in his 1977 Turing Award lecture "Can
Programming Be Liberated From the von Neumann Style? A Functional Style and its Algebra of
Programs".
 In the 1970s the ML programming language was created by Robin Milner at the
University of Edinburgh, and David Turner developed initially the language SASL at the
University of St. Andrews and later the language Miranda at the University of Kent.

 ML eventually developed into several dialects, the most common of which are now
Objective Caml, Standard ML, and F#.

 Also in the 1970s, the development of the Scheme programming language (a partly-
functional dialect of Lisp), as described in the influential "Lambda Papers” and the 1985
textbook "Structure and Interpretation of Computer Programs”, brought awareness of the
power of functional programming to the wider programming-languages community.

 The Haskell programming language was released in the late 1980s in an attempt to gather
together many ideas in functional programming research.
 Functional programming languages, especially purely functional ones, have
largely been emphasized in academia rather than in commercial software
development.

 However, prominent functional programming languages such as Scheme,


Erlang, Objective Caml, and Haskell have been used in industrial and
commercial applications by a wide variety of organizations.

 Functional programming also finds use in industry through domain-specific


programming languages like R (statistics), Mathematica (symbolic math), J and
K (financial analysis), F# in Microsoft .NET and XSLT (XML).

 Widespread declarative domain-specific languages like SQL and Lex/Yacc, use


some elements of functional programming, especially in eschewing mutable
values. Spreadsheets can also be viewed as functional programming languages.
 In practice, the difference between a mathematical function and the notion of
a "function" used in imperative programming is that imperative functions can
have side effects, changing the value of already calculated variables.

 Because of this they lack referential transparency, i.e. the same language
expression can result in different values at different times depending on the
state of the executing program.

 Conversely, in functional code, the output value of a function depends only on


the arguments that are input to the function, so calling a function f twice with
the same value for an argument x will produce the same result f(x) both times.

 Eliminating side-effects can make it much easier to understand and predict the
behavior of a program, which is one of the key motivations for the
development of functional programming.
Functional Programming: Higher-Order
Functions
 Most functional programming languages use higher-order functions, which are
functions that can either take other functions as arguments or return functions as
results.

 The differential operator d/dx that produces the derivative of a function f is an example
of this in calculus.

 Higher-order functions are closely related to functions as first-class citizen, in that


higher-order functions and first-class functions both allow functions as arguments and
results of other functions.

 The distinction between the two is subtle: "higher-order" describes a mathematical


concept of functions that operate on other functions, while "first-class" is a computer
science term that describes programming language entities that have no restriction on
their use (thus first-class functions can appear anywhere in the program that other
first-class entities like numbers can, including as arguments to other functions and as
their return values).
Functional Programming: Pure
Functions
 Purely functional functions (or expressions) have no memory or side effects.
They represent a function whose valuation depends only on the value of the
parameters they are given. This means that pure functions have several useful
properties, many of which can be used to optimize the code:

• If the result of a pure expression is not used, it can be removed without affecting other expressions.

• If a pure function is called with parameters that cause no side-effects, the result is constant with respect to that
parameter list (referential transparency), i.e. if the pure function is again called with the same parameters, the same
result will be returned (this can enable caching optimizations).

• If there is no data dependency between two pure expressions, then they can be evaluated in any order, or they can be
performed in parallel and they cannot interfere with one another (in other terms, the evaluation of any pure
expression is thread-safe and enables parallel execution).
 If the entire language does not allow side-effects, then any evaluation strategy can be used; this
gives the compiler freedom to reorder or combine the evaluation of expressions in a program.
This allows for much more freedom in optimizing the evaluation.

 The notion of pure function is central to code optimization in compilers, even for procedural
programming languages.

 While most compilers for imperative programming languages can detect pure functions, and
perform common-subexpression elimination for pure function calls, they cannot always do this
for pre-compiled libraries, which generally do not expose this information, thus preventing
optimizations that involve those external functions.

 Some compilers, such as gcc, add extra keywords for a programmer to explicitly mark external
functions as pure, to enable such optimizations. Fortran 95 allows functions to be designated
"pure" in order to allow such optimizations.
Functional Programming: Recursion
 Iteration in functional languages is usually accomplished via recursion.
 Recursion may require maintaining a stack, and thus may lead to inefficient memory
consumption, but tail recursion can be recognized and optimized by a compiler into the
same code used to implement iteration in imperative languages.
 The Scheme programming language standard requires implementations to recognize and
optimize tail recursion.
 Tail recursion optimization can be implemented by transforming the program into
continuation passing style during compilation, among other approaches.
 Common patterns of recursion can be factored out using higher order functions,
catamorphisms and anamorphisms, which "folds" and "unfolds" a recursive function call
nest.
 Using such advanced techniques, recursion can be implemented in an efficient manner in
functional programming languages.
Functional Programming: Eager vs. Lazy
Evaluation
 Functional languages can be categorized by whether they use strict (eager) or non-strict
(lazy) evaluation, concepts that refer to how function arguments are processed when an
expression is being evaluated. Under strict evaluation, the evaluation of any term
containing a failing subterm will itself fail. For example, the expression
 print length([2+1, 3*2, 1/0, 5-4])

 will fail under eager evaluation because of the division by zero in the third element of the
list. Under lazy evaluation, the length function will return the value 4 (the length of the
list), since evaluating it will not attempt to evaluate the terms making up the list.

 Eager evaluation fully evaluates function arguments before invoking the function. Lazy
evaluation does not evaluate function arguments unless their values are required to
evaluate the function call itself.

 The usual implementation strategy for lazy evaluation in functional languages is graph
reduction. Lazy evaluation is used by default in several pure functional languages,
including Miranda, Clean and Haskell.
Functional Programming: Type Inference
 Especially since the development of Hindley–Milner type inference in the 1970s, functional
programming languages have tended to use typed lambda calculus, as opposed to the untyped
lambda calculus used in Lisp and its variants (such as Scheme).

 Type inference, or implicit typing, refers to the ability to deduce automatically the type of the
values manipulated by a program. It is a feature present in some strongly statically typed
languages.

 The presence of strong compile-time type checking makes programs more reliable, while type
inference frees the programmer from the need to manually declare types to the compiler.

 Type inference is often characteristic of — but not limited to — functional programming languages
in general. Many imperative programming languages have adopted type inference in order to
improve type safety.
Functional Programming: In Non-functional
Languages
 It is possible to employ a functional style of programming in languages that are not
traditionally considered functional languages.
 Some non-functional languages have borrowed features such as higher-order functions,
and list comprehensions from functional programming languages. This makes it easier to
adopt a functional style when using these languages.
 Functional constructs such as higher-order functions and lazy lists can be obtained in C++
via libraries, such as in FC++.
 In C, function pointers can be used to get some of the effects of higher-order functions.
 Many object-oriented design patterns are expressible in functional programming terms: for
example, the Strategy pattern dictates use of a higher-order function, and the Visitor
pattern roughly corresponds to a catamorphism, or fold.
7. Reflective programming
paradigm
 Reflection is the process by which a computer program can observe and
modify its own structure and behavior at runtime.
 In most computer architectures, program instructions are stored as data -
hence the distinction between instruction and data is merely a matter of how
the information is treated by the computer and programming language.
 Normally, instructions are executed and data is processed; however, in some
languages, programs can also treat instructions as data and therefore make
reflective modifications.
 Reflection is most commonly used in high-level virtual machine programming
languages like Smalltalk and scripting languages, and less commonly used in
manifestly typed and/or statically typed programming languages such as
Java, C, ML or Haskell.
 Reflection-oriented programming includes self-examination, self-
modification, and self-replication.
 Ultimately, reflection-oriented paradigm aims at dynamic program
modification, which can be determined and executed at runtime.
 Some imperative approaches, such as procedural and object-oriented
programming paradigms, specify that there is an exact predetermined
sequence of operations with which to process data.
 The reflection-oriented programming paradigm, however, adds that
program instructions can be modified dynamically at runtime and invoked
in their modified state.
 That is, the program architecture itself can be decided at runtime based
upon the data, services, and specific operations that are applicable at
runtime.
 Reflection can be used for observing and/or modifying program execution at
runtime. A reflection-oriented program component can monitor the execution of
an enclosure of code and can modify itself according to a desired goal related to
that enclosure. This is typically accomplished by dynamically assigning program
code at runtime.
 Reflection can thus be used to adapt a given program to different situations
dynamically.
 Reflection-oriented programming almost always requires additional knowledge,
framework, relational mapping, and object relevance in order to take advantage
of this much more generic code execution mode.
 It thus requires the translation process to retain in the executable code much of
the higher-level information present in the source code, thus leading to more
bloated executables.
 However, in cases where the language is interpreted, much of this information is
already kept for the interpreter to function, so not much overhead is required in
these cases.
 A language supporting reflection provides a number of features available at
runtime that would otherwise be very obscure or impossible to accomplish in a
lower-level language. Some of these features are the abilities to:

• Discover and modify source code constructions (such as code blocks, classes, methods,
protocols, etc.) as a first-class object at runtime.

• Convert a string matching the symbolic name of a class or function into a reference to or
invocation of that class or function.

• Evaluate a string as if it were a source code statement at runtime.


 Compiled languages rely on their runtime system to provide information about
the source code.

 A compiled Objective-C executable, for example, records the names of all


methods in a block of the executable, providing a table to correspond these with
the underlying methods (or selectors for these methods) compiled into the
program.

 In a compiled language that supports runtime creation of functions, such as


Common Lisp, the runtime environment must include a compiler or an interpreter.

 Programming languages that support reflection typically include dynamically


typed languages such as Smalltalk; scripting languages such as Perl, PHP, Python,
VBScript, and JavaScript.
8. Scripting programming
paradigm
 A scripting language, historically, was a language that allowed control of software
applications.
 "Scripts" are distinct from the core code of the application, as they are usually
written in a different language and are often created by the end-user.
 Scripts are most often interpreted from source code, whereas application
software is typically first compiled to a native machine code or to an
intermediate code.
 Early mainframe computers (in the 1950s) were non-interactive and instead used
batch processing. IBM's Job Control Language (JCL) is the archetype of scripting
language used to control batch processing.
 The first interactive operating systems shells were developed in the 1960s to
enable remote operation of the first time-sharing systems, and these used shell
scripts, which controlled running computer programs within a computer
program, the shell.
 Historically, there was a clear distinction between "real" high speed programs written
in compiled languages such as C, and simple, slow scripts written in interpreted
languages such as Bourne Shell or Awk.

 But as technology improved, the performance differences shrank and interpreted


languages like Java, Lisp, Perl and Python emerged and gained in popularity to the
point where they are considered general-purpose programming languages and not just
languages that "drive" an interpreter.

 The Common Gateway Interface allowed scripting languages to control web servers,
and thus communicate over the web. Scripting languages that made use of CGI early in
the evolution of the Web include Perl, ASP, and PHP.

 Modern web browsers typically provide a language for writing extensions to the
browser itself, and several standard embedded languages for controlling the browser,
including JavaScript and CSS, or ActionScript.
Scripting Languages: Types of Scripting
Languages
Job control languages and shells

• A major class of scripting languages has grown out of the automation of job control, which
relates to starting and controlling the behavior of system programs. (In this sense, one might
think of shells as being descendants of IBM's JCL, or Job Control Language, which was used for
exactly this purpose.)

• Many of these languages' interpreters double as command-line interpreters such as the Unix
shell or the MS-DOS COMMAND.

• Others, such as AppleScript offer the use of English-like commands to build scripts. This
combined with Mac OS X's Cocoa framework allows user to build entire applications using
AppleScript & Cocoa objects.
GUI scripting

• With the advent of graphical user interfaces a specialized kind of scripting language emerged
for controlling a computer. These languages interact with the same graphic windows, menus,
buttons, and so on that a system generates.

• They do this by simulating the actions of a human user. These languages are typically used to
automate user actions or configure a standard state. Such languages are also called "macros"
when control is through simulated key presses or mouse clicks.

• They can be used to automate the execution of complex tasks in GUI-controlled applications.
Application-specific scripting languages

• Many large application programs include an idiomatic scripting language tailored to the needs of the
application user.

• Likewise, many computer game systems use a custom scripting language to express the game
components’ programmed actions.

• Languages of this sort are designed for a single application; and, while they may superficially resemble a
specific general-purpose language (e.g. QuakeC, modeled after C), they have custom features that
distinguish them.

• Emacs Lisp, a dialect of Lisp, contains many special features that make it useful for extending the editing
functions of the Emacs text editor.

• An application-specific scripting language can be viewed as a domain-specific programming language


specialized to a single application.
Web scripting languages (server-side, client-side)

• A host of special-purpose languages has developed to control web browsers’ operation. These include
JavaScript, VBScript (Microsoft - Explorer), XUL (Mozilla – Firefox), and XSLT, a presentation language that
transforms XML content.

• Client-side scripting generally refers to the class of computer programs on the web that are executed by the
user's web browser, instead of server-side (on the web server). This type of computer programming is an
important part of the Dynamic HTML (DHTML) concept, enabling web pages to be scripted; that is, to have
different and changing content depending on user input, environmental conditions (such as the time of day), or
other variables.

• Web authors write client-side scripts in languages such as JavaScript (Client-side JavaScript) and VBScript.

• Techniques involving the combination of XML and JavaScript scripting to improve the user's impression of
responsiveness have become significant enough to acquire a name, such as AJAX.
Scripting Languages: Types of Scripting
Languages
 Client-side scripts are often embedded within an HTML document (hence known as an
"embedded script"), but they may also be contained in a separate file, which is referenced
by the document that use it (hence known as an "external script").

 Upon request, the necessary files are sent to the user's computer by the web server on
which they reside. The user's web browser executes the script using an embedded
interpreter, then displays the document, including any visible output from the script.
Client-side scripts may also contain instructions for the browser to follow in response to
certain user actions, (e.g., clicking a button). Often, these instructions can be followed
without further communication with the server.

 In contrast, server-side scripts, written in languages such as Perl, PHP, and server-side
VBScript, are executed by the web server when the user requests a document. They
produce output in a format understandable by web browsers (usually HTML), which is
then sent to the user's computer. Documents produced by server-side scripts may, in turn,
contain or refer to client-side scripts.
• Client-side scripts have greater access to the information and functions available on the
user's browser, whereas server-side scripts have greater access to the information and
functions available on the server.

• Server-side scripts require that their language's interpreter be installed on the server,
and produce the same output regardless of the client's browser, operating system, or
other system details.

• Client-side scripts do not require additional software on the server (making them popular
with authors who lack administrative access to their servers). However, they do require
that the user's web browser understands the scripting language in which they are
written. It is therefore impractical for an author to write scripts in a language that is not
supported by popular web browsers.

• Unfortunately, even languages that are supported by a wide variety of browsers may not
be implemented in precisely the same way across all browsers and operating systems.
9. Aspect-oriented programming
paradigm
• Aspect-oriented programming entails breaking down program logic into
distinct parts (so-called concerns or cohesive areas of functionality).

• It aims to increase modularity by allowing the separation of cross-cutting


concerns, forming a basis for aspect-oriented software development.

• AOP includes programming methods and tools that support the


modularization of concerns at the level of the source code, while "aspect-
oriented software development" refers to a whole engineering discipline.
• All programming paradigms support some level of grouping and
encapsulation of concerns into separate, independent entities by providing
abstractions (e.g., procedures, modules, classes, methods) that can be
used for implementing, abstracting and composing these concerns.

• But some concerns defy these forms of implementation and are called
cross-cutting concerns because they "cut across" multiple abstractions in a
program.

• Logging exemplifies a crosscutting concern because a logging strategy


necessarily affects every logged part of the system. Logging thereby
crosscuts all logged subsystems and modules, and thus many of their
classes and methods.
Aspect-Oriented Programming: Terminology
1. Cross-cutting concerns: Even though most classes in an OO model will perform a single, specific
function, they often share common, secondary requirements with other classes. For example, we
may want to add logging to classes within the data-access layer and also to classes in the UI layer
whenever a thread enters or exits specific methods. Even though each class has a very different
primary functionality, the code needed to perform the secondary (e.g. logging) functionality is often
identical.
2. Advice: This is the additional code that you want to apply to your existing model. In our example, this
is the logging code that we want to apply whenever the thread enters or exits a specific method.
3. Pointcut: This is the term given to the point of execution in the application at which the cross-cutting
concern needs to be applied. In our example, a pointcut is reached when the thread enters a specific
method, and another pointcut is reached when the thread exits the method.
4. Aspect: The combination of the pointcut and the advice is termed an aspect. In the example above,
we add a logging aspect to our application by defining a correct advice that defines how the cross-
cutting concern is to be implemented, and a pointcut that defines where in the base code the advice
is to be injected.
• To sum-up, an aspect can alter the behavior of the base code (the non-aspect part
of a program) by applying advice (additional behavior) at various joint points
(points in a program) specified in a quantification or query called a pointcut (that
detects whether a given join point matches).

• An aspect can also make binary-compatible structural changes to other classes,


like adding members or parents.

• The aspects can potentially be applied to different programs, provided that the
pointcuts are applicable.
Aspect-Oriented Programming:
Implementation
 Most implementations produce programs through a process known as weaving - a
special case of program transformation.
 An aspect weaver reads the aspect-oriented code and generates appropriate
object-oriented code with the aspects integrated.
 AOP programs can affect other programs in two different ways, depending on the
underlying languages and environments:
1. a combined program is produced, valid in the original language and indistinguishable from an
ordinary program to the ultimate interpreter

2. the ultimate interpreter or environment is updated to understand and implement AOP


features.
Aspect-Oriented Programming

Compilation process

Weaving process
Aspect-Oriented Programming

base code

aspect code

woven code
Aspect-Oriented Programming:
History
 AOP as such has a number of antecedents: the Visitor Design Pattern, CLOS MOP
(Common Lisp Object System’s MetaObject Protocol).

 Gregor Kiczales and colleagues at Xerox PARC developed AspectJ (perhaps the
most popular general-purpose AOP package) and made it available in 2001.
Aspect-Oriented Programming: Motivation
• Typically, an aspect is scattered or tangled as code, making it harder to understand and
maintain.

• It is scattered by virtue of its code (such as logging) being spread over a number of
unrelated functions that might use it, possibly in entirely unrelated systems, different
source languages, etc.

• That means to change logging can require modifying all affected modules. Aspects
become tangled not only with the mainline function of the systems in which they are
expressed but also with each other.

• That means changing one concern entails understanding all the tangled concerns or
having some means by which the effect of changes can be inferred.
Aspect-Oriented Programming: Join Point
Model
• The advice-related component of an aspect-oriented language defines a join point model
(JPM). A JPM defines three things:

• When the advice can run. These are called join points because they are points in a running program where
additional behavior can be usefully joined. A join point needs to be addressable and understandable by an ordinary
programmer to be useful. It should also be stable across inconsequential program changes in order for an aspect to
be stable across such changes. Many AOP implementations support method executions and field references as join
points.
• A way to specify (or quantify) join points, called pointcuts. Pointcuts determine whether a given join point matches.
Most useful pointcut languages use a syntax like the base language (for example, AspectJ uses Java signatures) and
allow reuse through naming and combination.
• A means of specifying code to run at a join point. AspectJ calls this advice, and can run it before, after, and around
join points. Some implementations also support things like defining a method in an aspect on another class.

• Join-point models can be compared based on the join points exposed, how join points are
specified, the operations permitted at the join points, and the structural enhancements that
can be expressed.
Aspect-Oriented Programming:
Implementation
 Java's well-defined binary form enables bytecode weavers to work with any Java
program in .class-file form. Bytecode weavers can be deployed during the build
process or, if the weave model is per-class, during class loading.
 AspectJ started with source-level weaving in 2001, delivered a per-class bytecode
weaver in 2002, and offered advanced load-time support after the integration of
AspectWerkz in 2005.
 Deploy-time weaving offers another approach. This basically implies post-processing,
but rather than patching the generated code, this weaving approach subclasses
existing classes so that the modifications are introduced by method-overriding. The
existing classes remain untouched, even at runtime, and all existing tools (debuggers,
profilers, etc.) can be used during development.
Aspect-Oriented Programming: Problems
 Programmers need to be able to read code and understand what is happening in order to prevent errors.
 Even with proper education, understanding crosscutting concerns can be difficult without proper support for
visualizing both static structure and the dynamic flow of a program. Starting in 2010, IDEs such as Eclipse have
begun to support the visualizing of crosscutting concerns, as well as aspect code assist and refactoring.
 Given the intrusive power of AOP weaving, if a programmer makes a logical mistake in expressing crosscutting, it
can lead to widespread program failure.
 Conversely, another programmer may change the join points in a program – e.g., by renaming or moving
methods – in ways that the aspect writer did not anticipate, with unintended consequences.
 One advantage of modularizing crosscutting concerns is enabling one programmer to affect the entire system
easily; as a result, such problems present as a conflict over responsibility between two or more developers for a
given failure.
 However, the solution for these problems can be much easier in the presence of AOP, since only the aspect need
be changed, whereas the corresponding problems without AOP can be much more spread out.
Aspect-Oriented Programming: Implementations

• The following programming languages have implemented AOP, within the language,
or as an external library:

• C / C++ / C#, COBOL, Objective-C frameworks, ColdFusion, Common Lisp, Delphi, Haskell, Java, JavaScript, ML,
PHP, Scheme, Perl, Prolog, Python, Ruby, Squeak Smalltalk and XML.
References
References
1. John von Neumann. First Draft Report on the EDVAC, 1945.
2. A.M. Turing, On Computable Numbers, with an Application to the
Entscheidungsproblem, Proceedings of the London Mathematical Society, 2 42: 230–65,
1937.
3. J. R Gurd, C. C Kirkham, I. Watson. The Manchester prototype dataflow computer.
Communications of the ACM - Special section on computer architecture CACM
Homepage archive. Volume 28 Issue 1, Jan. 1985, Pages 34-52, ACM New York, NY, USA.
4. Alan Bawden, Richard Greenblatt, Jack Holloway, Thomas Knight, David Moon, Daniel
Weinreb, LISP Machine Progress Report, MIT AI Lab memos, AI-444, 1977.
5. John Backus. Can programming be liberated from the von Neumann style?: a functional
style and its algebra of programs. Communications of the ACM . Volume 21 Issue 8, Aug.
1978. Pages 613-641. ACM New York, NY, USA.
6. Harold Abelson, Gerald Jay Sussman. Structure and Interpretation of Computer
Programs. The MIT Press. 1996.

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